;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build forts.
^Allows settlers to build villages.
^Allows settlers to build railroads.
^Allows settlers to lay out farmland.
^Increases the effect of altars.
^Increases the effect of amphitheatres.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Helps progress towards the Great Philosophers.
^Free advance for first city to discover.
^Decreases the effect of Temples of Apollo.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make attacks onto the beaches.
^May be lost to storms.
^Can scale the highest mountains.
^May be lost out of sight of land (1/3 chance).
^Best used against Cities with walls.
^Can carry Mountain Guides ONLY.
^Make admirable slaves!.
^Treats all squares as if they had paths.
^Defense +50% versus Infantry.
^No support cost for Persian Empire.
^Disappears after use.
^Worth a large ransom!
^Naval.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
The centre of your power, the Palace 
eliminates corruption and waste in the city,
and decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
City produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Synoikism was the word the Greeks used for 
the gathering together of many villages 
into a City. With a steady stream of country-
dwellers entering the city, it grows much more 
quickly. Only half of city's food store is 
depleted when the city increases in size.

@;Temple
@PEDIAIMPROVE4
Sacrifice to the gods is always a good way to allay public 
apprehension. Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Trading centre of any Greek city, the Agora increases 
tax and luxury output by 50%%.

@;Library
@PEDIAIMPROVE6
Although not sponsored by a major 
philosopher, such a school still 
adds to the city's store of knowledge. 
Increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city less liable to be 
persuaded to revolt by enemy heralds. Under Democracy,
one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
All units in city are tripled on defense versus ground attacks and a 
well-garrisoned city should never fall to troops without specialized 
equipment. However, maintenance is not cheap.

@;Aqueduct
@PEDIAIMPROVE9
The ability to store food within the city allows it to increase 
beyond size 8.

@;Bank
@PEDIAIMPROVE10
The logical expansion of the Agora, to allow for foreign goods to be traded, 
increases tax and luxury output by an additional 50%% (cumulative with Agora).

@;Cathedral
@PEDIAIMPROVE11
This impressive centre of religion makes three unhappy citizens content 
and is funded entirely from the votive offerings and tribute of the devout.

@;University
@PEDIAIMPROVE12
With the accumulation of written knowledge, 
less is lost every time a scientist or thinker 
dies. Increases science output by an additional
50%% (cumulative with School of Philosophy).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Theatrical productions - and sometimes less artistic but 
bloodier events - cause three unhappy citizens to be 
made content (four if Persian).

@;Factory
@PEDIAIMPROVE15
Of various sorts, these workshops increase 
resource production in city by 50%%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%%
(cumulative w/ Factory).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Increases factory output by 50%%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases factory output by 50%%.  Cleaner
than Power Plant, and generally safer than
Nuclear Plant.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax and luxuries output by an additional
50%% (cumulative with Agora and Emporia for a grand
total of 150%%).

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
More efficient distribution of grain increases the production 
of the city square (only) by 1 food. Only operates if 
underlying terrain square can have crops planted normally. 
Costs 2,000 drachmae to support.

@;Superhighways
@PEDIAIMPROVE25
The demand for decorative sculpture in the city and in the 
surrounding area, mean that all squares in the city's radius 
with roads produce 50%% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with Library and University for a
grand total of 150%%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
An extension of the city wall to protect the harbour and
guard the beaches near the city. Doubles defence against 
enemies raiding from the sea. 

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one unit of food (plus any special 
resources) now offshore fishing is possible.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city 
under Oligarchy or Democracy - by one citizen per unit.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
Counts as a Granary in every one of your cities.

@;Hanging Gardens
@PEDIAIMPROVE40
This epic poem (taking two days to recite in full) tells 
the tale of the abduction of the beautiful Helen - whose 
face "launched a thousand ships" - and the siege of Troy 
in a semi-historical Bronze Age peopled with Heroes, Gods 
and monsters. 
The people are enthralled and the poem produces one extra 
happy citizen in every city. For the city that can claim 
Homer as it's own son, three citizens are made happy.

@;Colossus
@PEDIAIMPROVE41
The earliest form of ceramic work to represent accurately the 
human and other natural forms, Black Figure Pottery is in great 
demand everywhere. The city that first implements this technology will 
corner the market and gain an international reputation for years. It 
will produce one extra trade arrow in each square that already produces one.

@;Lighthouse
@PEDIAIMPROVE42
All ships can move across the sea, far from land, without getting lost.
They also have their movement rate increased by one.
Also, all your new-built ships are manned by veteran crews.

@;Great Library
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Oracle
@PEDIAIMPROVE44
The authority of the Oracle of Apollo doubles the 
calming effect of all of your altars.

@;Great Wall
@PEDIAIMPROVE45
The unmatched military reputation of the Spartan
"Equals" means that enemy cities will be cowed into 
offering cease-fire or peace in negotiations. 
Combat strength is doubled against barbarians and 
the Minor Cities.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
The rigourous and militarily-focused upbringing of all
full-blooded Spartan citizens (even the women) mean that 
all your land units are considered to be veteran.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield", owing to the extra productivity gained 
by the progressive policy of banning the enslavement of 
poor farmers who had trouble paying their debts promptly.

@;Marco Polo's Embassy
@PEDIAIMPROVE48
These ubiquitious (and much feared) agents of the Great King 
helped him to control his sprawling empire and also roamed 
abroad to report on the doing of those outlying peoples he 
hoped to bring into the empire in due course.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
The kudos (fame and respect) gained by being the Cult centre 
counts as if you had Temple of Apollo in each of your cities.

@;Copernicus' Observatory
@PEDIAIMPROVE50
Anaximander was one of the earliest thinkers to develop a 
systematic philosophical view of the physical universe. He 
held that it came from something unlimited, not just one 
particular kind of matter, and maintained that the earth 
lay unsupported at the center of the universe. He also had 
an evolutionary view of the origin of life, holding that 
it arose in the sea, and that human evolved from some more 
primtive species. Increases science output of city by 50%%.

@;Magellan's Expedition
@PEDIAIMPROVE51
Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
The unusual, but effective system of exiling for ten years any 
sufficiently unpopular or divisive public figure acted as a 
significant calming influence on the turbulant politics of Greece. 
All citizens could vote by scratching the name of their "candidate" 
on a pieces of pottery (called an "ostrakon"). 6,000 votes were sufficient 
for banishment. All unhappy citizens in city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
This new, less formalised and less rigid style of theatrical production, 
typified by the works of Sophocles and Aschyleus, proves extremely 
popular with the people. It decreases unhappy citizens on the same 
continent by two a city.

@;Isaac Newton's College
@PEDIAIMPROVE55
The method of arriving at the truth by rigourous argument and logical 
deduction was pioneered by Socrates and then his pupils. It formed much 
of the basis of later scientific method and has the effect of doubling 
science output in the city that hosts this famous philosopher's school. 

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
Even more striking, naturalistic and technically advanced than the Black 
Figure work that had preceeded it, Red Figure Pottery came to dominate the 
trade of the Mediterranean and profits from its manufacture will pay for 
all city improvements costing 1,000 drachmae to maintain. 

@;Darwin's Voyage
@PEDIAIMPROVE57
The ferment of intellectual activity sponsored and led by the famous 
philosopher Aristotle allows for rapid strides to be taken in the 
acquisition of knowledge. Two advances for the City-State that persuades 
Aristotle to persue his studies within their walls. 

@;The Statue of Liberty
@PEDIAIMPROVE58
Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;The Eiffel Tower
@PEDIAIMPROVE59
The steady, corrupting flow of money and gifts from the ample Persian 
Treasury tends to improve the attitude of all other civilizations towards
their empire.
Attitudes continue to improve gradually over time.  Other civilizations 
are also quicker to forget past aggressions.

@;Hoover Dam
@PEDIAIMPROVE61
Provides Hydro power to every city on every continent.

@;Women's Suffrage
@PEDIAIMPROVE60
This imposing and beautiful complex of buildings was one of 
the ancient world's original wonders. Built as a direct consequence 
of Athens' imperial dreams and achievements, the Parthenon 
counts as an Acropolis in every one of your cities.
(Decreases unhappiness caused by troops away from city - 
under Oligarchy or Democracy - by 1).

@;Manhattan Project
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

@;United Nations
@PEDIAIMPROVE63
A Pan-Hellenic League was never fully achieved in reality, but 
was the goal of almost every Greek City at one time or another.
Corinth, Sparta, Athens and Thebes all led powerful, but ultimately 
un-cohesive Leagues during their period as Top City.
To deserve the status of leading city, you must unite the others 
behind you by the acquisition of a powerful symbol. Which symbol 
exactly, is for you to discover. The benefits of League leadership
are powerful:
^* An embassy with the Persian Empire, who will take
^  you more seriously now.
^* Enemies will not refuse your offers of peace.
^* As a democracy, you can declare war 50%% of the time.

@;Apollo Program
@PEDIAIMPROVE64
Allows construction of spaceship improvements.

@;SETI Program
@PEDIAIMPROVE65
Counts as a research lab in every one of your cities; effectively
doubles your science output.

@;Cure for Cancer
@PEDIAIMPROVE66
Less famous than Homer's "Iliad", this major work of lyrical poetry was 
meant to be sung, rather than declaimed in the classic, epic style. The 
first known expression of the Greek Pantheon of gods and goddesses, the 
work was well received by its intended audience. The awe inspired by 
Hesiod's works leads to one extra happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Monarchy, Tryranny and
the unique Spartan Monarchy or Persian Empire, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and Oligarchy, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Assembly of Citizens may 
try to interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Monarchy, except that the corruption
rate is VERY HIGH (see entry for Monarchy).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a King, none of the science/tax/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Monarchy's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Tyranny as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Tyranny
^UNIT SUPPORT
Each unit beyond the second costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Tyranny has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Tyrant, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Tyranny is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Dual Monarchy
^UNIT SUPPORT
Each unit beyond the fourth costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens - 
usually Helots - can be suppressed).
^
^CORRUPTION AND WASTE
Under the strict Spartan moral code, normal crime is almost 
totally eliminated.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
The Spartan Hoplite Phalanx is the outstanding unit of the game. 
However, if one of these units is defeated in attack, the resulting 
loss of Spartan military prestige will negate the effect of Spartan 
Military Reputation. Under the Spartan Twin Monarchy, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
The Twin Monarchy is better than Tyranny in every regard. However, 
Oligarchies or Democracies may outstrip you technically or financially 
in the long haul. 

@PEDIAGOVT4
@width=600
@title=Civilization Government: Empire
^UNIT SUPPORT
Can support up to five units for free; additional
units cost one shield each, unless they are noted as having 
free support under the Persian Empire, such as Infantry and
Cavalry.  Settlers eat one food per turn.  ONLY the 
Empire may produce Persian Infantry units.
^
^HAPPINESS
Under the Empire, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
The Persian Empire has a LOW rate of corruption.
However, it has the special disadvantage that
all SCIENCE is HALVED, and the active rate of 
research is not effective over 30%%.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Altars, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Heralds are reduced.
Under the Empire, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Persian Imperialism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Oligarchy (rule by the few)
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat one
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fort within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
An Oligarchy has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under an Oligarchy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to an Oligarchy can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building an Acropolis (a sort of citadel on a hill within the 
city) can help with this problem, as your citizens will feel 
less insecure if their army is away.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat one
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fort within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
(Early Democracies were notoriously restless.) 
However, building an Acropolis (a sort of citadel on a hill 
within the city) can help with this problem, as your citizens 
will feel less insecure if their army is away. The Parthenon 
is a sort of super-Acropolis wonder that gives this effect to 
all of your cities.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms. (Sort of unrealistic, but this is hard-coded 
into the game.)
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations with many Acropoli.  Increasing your luxuries 
rate and building Wonders can help alleviate this problem.

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